Shape Collector by Jogy34 2016-04-19T23:11:00
Fun game! I love this sort of thing, taking a very simple idea and turning it into something engaging.
Foon → Ludum Dare Explorer → Users → kleinzach
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Creature Cataloguer | jam | |||||||||||
| 2024 | 55 | Summoning | Damn! Jury Summons?! | jam | 809 | 3.37 | 3.17 | 3.62 | 4.00 | 3.42 | 3.62 | 3.50 | 3.23 | ||
| 2023 | 54 | Limited Space | The Final Years of Atlantis | jam | 735 | 3.40 | 3.11 | 3.62 | 3.95 | 3.59 | 3.40 | 2.59 | 3.72 | ||
| 2023 | 53 | Delivery | Ship It! | jam | 401 | 3.73 | 3.54 | 3.97 | 4.59 | 3.33 | 3.81 | 3.47 | 3.35 | ||
| 2022 | 51 | Every 10 seconds | 10 Seconds or Less | jam | 589 | 3.50 | 3.29 | 3.18 | 3.52 | 3.88 | 3.13 | 3.21 | 3.18 | ||
| 2022 | 50 | Delay the inevitable | A Dance with Death | jam | 418 | 3.73 | 3.45 | 3.85 | 4.40 | 4.07 | 3.77 | 2.72 | 4.09 | ||
| 2021 | 49 | Unstable | Kaboom Box | jam | 60 | 4.18 | 4.25 | 3.79 | 3.89 | 3.54 | 3.22 | 2.92 | 3.54 | ||
| 2021 | 48 | Deeper and deeper | Treasure Diver | jam | 547 | 3.74 | 3.29 | 3.05 | 4.27 | 3.93 | 3.44 | 3.96 | |||
| 2020 | 46 | Keep it alive | Please Stay on the Line | jam | 472 | 3.82 | 3.45 | 3.58 | 3.58 | 3.50 | 3.13 | 3.05 | 3.91 | ||
| 2019 | 45 | Start with nothing | Stranded | jam | 387 | 3.60 | 3.18 | 2.78 | 3.60 | 3.82 | 3.23 | 3.06 | 3.65 | ||
| 2019 | 44 | Your life is currency | Dragon's Gold | jam | 877 | 3.08 | 3.20 | 3.12 | 3.06 | 3.27 | 3.14 | 3.10 | 3.13 | ||
| 2018 | 43 | Sacrifices must be made | Reverse Quest | jam | 627 | 3.31 | 3.00 | 3.10 | 3.61 | 2.98 | 3.01 | 3.23 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Keyboard Kingdom | jam | 158 | 3.92 | 3.60 | 3.94 | 4.28 | 3.84 | 3.58 | 2.55 | 3.60 | ||
| 2017 | 40 | The more you have, the worse it is | Grey Goo | jam | 357 | 3.64 | 3.37 | 3.43 | 3.96 | 2.68 | 3.65 | ||||
| 2017 | 39 | Running out of Power | Windup | compo | 105 | 3.75 | 3.55 | 3.18 | 3.86 | 4.23 | 3.54 | 2.77 | 3.47 | ||
| 2017 | 38 | A Small World | Submersible | compo | 129 | 3.69 | 3.03 | 3.65 | 3.31 | 3.86 | 1.90 | 4.06 | |||
| 2016 | 37 | One room | Bag of holding | jam | 415 | 3.38 | 3.62 | 4.14 | 3.41 | 2.81 | 2.47 | 3.19 | 77 | ||
| 2016 | 36 | Ancient Technology | Ballista | jam | |||||||||||
| 2016 | 35 | Shapeshift | Genre Hopper | jam | 950 | 2.78 | 2.56 | 2.84 | 3.11 | 2.49 | 2.75 | 2.64 | 80 |
Fun game! I love this sort of thing, taking a very simple idea and turning it into something engaging.
A nice start, but as a player it really feels like i need more feedback. Seeing a number tick down doesn't feel like anything, and then dying comes at a surprise. Also, the whole thing feels like it requires more precision than I can really get with a mouse and keyboard which can make the game a little frustrating. I did like the use of the four shapes though, and how the power levels create a risk-reward of waiting for the diamond or just going for a circle.
Quite standard, but executed adequately!
Great job. The whole game had an excellent mood throughout.
I love using games for awareness of issues. Maybe the mood was a little wonky with the music and the theme.
Carriers had too much health. The whole experience felt like a lot of doing nothing. When I was in big battles it felt a lot better,so maybe if you put things closer together and die quicker. With such great music, I would think some sound effects would go a long way as well.
I was genuinely sad to see the end. Great mechanic, and would love to see you expand this in the future! Also neat how you put the twitter sharing icon into the actual game. Having menus and such around in the game world is a good idea!
Creative idea. If you expand on it, it would be nice to know what the next moves to the left and right are so I don't have to memorize. Great presentation.
Those block stacking puzzles are really hard! I keep accidentally picking up ones stacked on top of the others or end up scattering the whole thing when my heart meter depletes. Not sure if I really understand the whole narrative through gameplay thing, but I really like how its presented!
Simple but effective. I like the music as well.
I got overrun super fast. I'm not entirely sure how I am supposed to keep them back, perhaps I should be more in their midst to make all the shots hit... Anyway I love a good space shooter!
Great puzzle game. The amount of polish is great for a game jam.
I quite enjoyed that. I like how the simple mechanic built up in interesting ways, like how disjoint pieces can exist and how you have to work with all of the space in the last puzzle. well done!
Great music. The art was simple, but it worked for the most part. The gameplay felt solid throughout. I ended up getting a game over out of nowhere, so maybe some sort of interface about how many lives I have left would be nice.
The audio got a little grating, but everything else about this was excellent! Great idea and great execution! The combination of metroid and tetris worked surprisingly well.
Great idea for a game! It took me a bit to realize how to move the character to the actual ladder, but once I got a hang of it I really got into a groove there. I feel like the game could really benefit from more mixups like the bomb ghosts to give you more to think about at any given time. By the way i love that real-time mechanic in a turn based game. Well done!
I liked it, lots of interesting ideas going on here. Longer runs got a little frustrating when it seemed like there was no possible way to dodge between some of the rocks. In any case I hope to see you expand on this! I could see this going more with the rhythm game sort of route.
Great concept and execution! One of my favorites of the jam so far!
Controls felt good, and I really liked the way each shape felt. Good job!
Simple and pretty. I would like to see more in terms of goals, but its a good idea!
I very much enjoyed that! Great music, and a good (if somewhat steep) difficulty curve.
Excellent idea! I found it very hard to think strategically about it, but I still enjoyed it a lot.
Enjoyed it, but when making repeated sounds like this I always like to vary its pitch, volume, or something so that it won't be so grating.
That is a very hard game. I love how many different parts of my brain are firing when I play this. Great presentation and I feel that it can be an interesting concept. Maybe build a little more before the intense difficulty, I never really had the chance to acclimate.
I liked it! Good writing, I like how as it goes on you have to internalize the meaning of the profile more and more. I would have liked it if you didn't have to reset if you fail one though.
Very hard! I really like the presentation of everything.
Truly top notch sound effects you got there! That was great :D
Very nice, I love finishing it and then seeing how all the parts fit together.
I started out with wasd, and my timer would just go up but I wouldnt get smaller. Woohoo highscore! Also Doing this happened to crash the game once.
When I played it like a normal person, I had fun! I like the way you can think about all of your small movements to optimize your path.
Good start to a game. Movement certainly felt awkward at times as it seems you don't actually have a grid which you stick to so the small block would be hard to line up correctly
Very nice entry! I felt that placing the blocks felt a little awkward at times, maybe some sort of indicator would be helpful. I ended up playing quite a bit of that!
I am very bad at your game. Still like it!
I always have some trouble, especially in this game jam (and my game is no different) with a button being mapped to a certain transformation. I am constantly finding it difficult to map that in my head especially in a game as fast paced as yours. That said I love shmups!
Thats a well put together game there. not much pizazz, but I enjoyed it for what it is.
I immediately reached a situation where I couldn't get to one of the blue circles. However I dig the atmosphere you create.
I found the detection of shape frustrating at times, but when it worked the game felt good overall!
I enjoyed it. A few notes, The pulsing tiles did get quite irritating after a while. When its something that you will see through the whole session, I would say it should be less "loud". Also, I feel if it were zoomed out more it would be better. As it is the puzzles are mostly finding out what to switch to, and then back tracking to do that. Good twist at the end to let you shift on your own.
Thanks Geti for the advice. I made those changes to the file structure which decreases the size considerably.
Gah, I can't jump around that pillar. I keep getting stuck on it. I like the idea, even though I'm not personally too into stealth games.
I really liked the audio and the character art! I feel that the game aspects could use some more refinement. I kept feeling, with the music being the way it is, that I should be moving quickly. The realization that I shouldn't based on the level came very abruptly.
That was very fun game play wise. I don't know about the sound or graphics, but I enjoyed playing it!
Very hard game! I would have liked to have a little time to figure things out before it gets this hard.
Im not so much a fan of the controls or camera, but I like the gameplay and presentation quite a bit.
There is no real incentive to using your mechanic. It is interesting and seems to work well, but tetris was designed with the mechanics of tetris, and simply adding on top of that doesn't do much for me.
Such a gorgeous game. The gameplay is fine but those stunning visuals are really where this shines
Very enjoyable game! Good conecept and a good amount of content.
Fun, though morbid. I like how people who are about to bleed out can get so bored that they just leave. The music may be a little repetitive. I feel like you could have done a little more with the premise. It got repetitive after just a few waves.
It was quite tedious, especially with only the two commands. I did appreciate the concept though.
Great looking game. I don't understand why there is a time constraint, it just seems frustrating more then anything else.
It was fun. I didn't feel like there was much in the way of strategy without more turrets to build or an upgrade system or something, but I did still enjoy it!
The procedural levels are really cool, they really add to the mood of the whole thing. The platforming was more infuriating then fun though.
You should keep track of how many people actually finish. I sure couldn't, but it would be interesting to see what percentage do.
Loved it! Awesome voice acting and graphics. I love how the narration reacts to you. The whole thing felt a little wonky to play, but I can't quite put my finger on why.
Great idea for tying the game in to the theme. I love when it cuts back to the room.
Awesome! Great use of the theme. Game play felt good, and it was just as long as it needed to be.
Great artwork, and it plays well also! Switching between abilities was a little cumbersome, especially when it gets tense.
Great pixel art. Its a little odd to see the damage numbers appear as floats. I crafted an umbrella, but it then became way too easy. Also, there are ways to get rid of the strange aliasing on the pixel art in unity. I think it was a setting on the material?
Very solid entry. You were able to fit a large amount of polish in to such a short amount of time.
Loved the art and music. I started off confused why I was dying, but when I discovered that it was my own bullets the whole thing snapped together. Felt great to play. Hope you continue to develop this! One thing i didn't like was that enemies would spawn right on top of me, but that was minor and I could adapt to it.
Great entry! I loved the graphics and sound and mood of the whole thing. The game play felt a little clunky however. I never knew if I couldn't interact with something or if I was in the wrong place, or it was glitched at some points. Regardless, i loved it.
Nice little experience you have here. I feel a bit calmer now :)
Very cool. I couldn't really get very far because i'm apparently really bad at tetris ><. Good execution of a neat concept!
Very cool game. The atmosphere, graphics and audio are all really great!
Great mood you evoke here. Definitely thought there would be a jump scare, so I appreciate that you didn't do that.
I really like the look of the game, though i'm not so sure about the game play. There are so many stats, but it just doesn't feel like you have all that much control over the outcomes. I do like Papers Please though, so more things like that are welcome!
Very creative use of the theme! I found one glitch which stopped progress, when typing on the keyboard, the character just continued moving in a direction, so i couldn't hit space again on the keyboard to get out of the animation.
Quite enjoyable. I had one glitch where i was knocked off the screen by a spawning tombstone, but otherwise i quite liked it.
That was very hard. Good take on the theme.
Cool idea. I'd be interested to see how you could expand the concept with more mechanics and choices.
Its surprisingly hard to be a fish. Gorgeous game! Controls felt a little wonky, but that was trumped by the look and feel of it.
I like the mood and graphics quite a lot. Even with you spoilers, i couldn't continue after getting the flashlight, so that was a little frustrating. The whole puzzle element is really lacking any sort of guiding force, so I basically just have to imagine what you were thinking, which isn't great. Loved the voxel art with heavy shadows, that was a good look.
I liked that a lot. Cool use of the theme, and a very polished experience.
I like the use of One room being one multiplayer room. nicely done!
I liked the graphics. Control of the car felt off, and I wasn't able to do some things which I was fairly certain I should have been able to do. Also "You Lost" appeared on my screen at some point for no reason, but I was still able to continue.
I really liked how you used grafitti so the player wouldn't be completely lost (Though I still got completely lost). Very cool game.
Solid little game. I would like to have seen some more, but what was there worked nicely.
Fun little game. Everything seemed to work well except maybe enemies which would sort of cling on to you. Nicely polished for a gamejam!
It wasn't taking some of my three in a rows, which was a little strange. However it otherwise played well, and i liked the idea.
Very cool. It was very compelling to watch the simulation, and predict it to prevent catastrophe. Clever, and good use of the theme.
This needs some checkpoints I think. Gameplay felt solid.
The controls of spinning the world on w and x was a little bit of a strange choice. I like the game once i got a hang of that though!
I'm trying to figure out why there are frogs, viruses, and pianos all in the same game. Good way to adapt a zelda 1 kind of game for this theme. I kept getting hit by enemies immediately when i waked into a room, which was a little frustrating. Very curious about where you would take this given more time.
Good entry. I like the pixel art, especially of the cat. It got pretty repetitive after a while, I would like to see you mix it up a bit, though the different mice are a good start. Sound effects and any sort of reaction to eating a mouse would make a world of difference.
Simple, yet fun and very christmasy. I would have liked to see a little more to mix up the formula, as it was too many of the shifts felt identical.
I had to stop when I spawned inside of a wall which was a little annoying. I like the basic concept, but I didn't care for the invisible wall mechanic, it just made me rub up against them without any real thought. Also the jumping felt pretty heavy which was a little off-putting. I like how the levels seem to dovetail together to reinforce the theme.
Very cute game. I love the idea of messing with scale.
I wish there was a little more going on. Nice flashlight effect though.
Love the artwork on display here. A little simple on the game play side though.
I like the idea, but I have a few problems which i'm running into. First the ball keeps going right into an edge, meaning there is no time to react before it hits the second wall. Also, in tense situations its very hard to rememeber which key switches to which color.
I think I got an audio glitch where multiple tracks were playing on top of each other. It made the sound very grating. Game play was very fun though! It felt a little strange that sometime I would create a line 1 thick and other times 2, It didn't feel right to have to adjust by just a few pixels to cover twice as much territory. Same can be said about the power ups. Hiding percentages near the end was a good call too! Multiplayer would be great with this.
Nice implementation. The graphics looked great and the music was good. I wish there was more to do, because once I got the buildings all upgraded there didn't seem to be anything else to do. Throwing money at all your problems is a fun mechanic and I liked seeing the immediate response to my actions. Great submission.
I just couldn't parse the interface. I want to do more, but I just don't know how :| Art and music were cool though!
I liked that a lot! Your mechanics were very solid, and the growing felt good, though I don't know if it did much from a gameplay perspective. The music was good and the sound effects serviceable. Maybe some checkpoints would be nice, like at the points where you grow maybe. Everything felt nice and polished.
Fun, but it does stall out after a while, where my only real action was just to spam click everything on the screen.I like the use of a movable character in a tower defense game as that adds a good amount of intensity. I also felt like the walls did very little, especially when you couldn't upgrade them very much.
Overall, it felt pretty good to play. Got a little annoyed by a few things like blocks that look the same not all acting the same, but It feels like a fine solid platformer.
@jason-kennedy I posted an OS X and a Linux build, though I've never done that before, so I may have done it wrong. If anyone tries it could they let me know if it worked?
The game kept ending, but I was never really sure why. A little more feedback to the player would be nice. I liked your presentation quite a bit, and multiplayer is a nice plus as well!
Solid entry. Controls felt good once I got a hang of it. Your use of the theme is quite silly, and I like it! I ended up quitting after a while when it just got a little too repetitive, so I would recommend adding some more mechanics to mix it up, perhaps different types of things to bounce off of.
Awesome idea! That was very fun to play, though It was very hard getting a hang of the movement. I really appreciated the tutorial, and then your bouncing as well!
Very peaceful experience. I love the change of pace to a game without strict goals and lose states, always good to have a large variety. Elliptical orbits, negative values for speeds, and off axis orbiting (Like pluto) and rotation (like Uranus) would go a long way to developing your project. Zooming in and out seems to change the field of view of the camera, which makes it have a sort of fish eye effect which is a little annoying.
It felt a little odd moving the character at times when moving around, but otherwise I really liked it. The art felt good and the whole thing had a satisfying feeling of being very polished. You took the concept in a different direction from most other people which I appreciate. One thing I would like to see is perhaps a less setup with the dropped groceries; Right now the map changes every wave, but it never feels any different. Maybe if you hand design drop patterns or something you can get that mechanic feeling even better. Good entry overall!
Great game! I love the mixture of turn based and real time, that's something I don't see enough of. The movement speed often felt like it was so low that I had to be perfect to finish some of the levels which was a little annoying, and a longer level got me to quit due to being shot by off screen turrets. A little bit more thought put into the camera and some more levels and mechanics, and I can see this being a full game! Excellent entry!
Very cool! I like the way the game felt quite a lot, everything felt responsive and satisfying. I also really like the look you were going for in the game. Good job!
I enjoyed the graphics quite a bit, there is a very large amount of variety and a good number which look kinda similar enough that I would want to click on them. In terms of mechanics I would vary the speeds of the germs and I feel clicking on an incorrect one should give a time penalty.
I liked the whole presentation, the tutorial, the art, and the audio. I feel like it was a little to hard to tell what enemies were doing. The first type will rush very fast from the side of the screen and hit you, the second would swing the sword, and seemed to hit me even when it shouldn't have, and I have a very hard time hitting the magic ones, and once I do I get hit by a bunch of magic missiles. In any case, I liked how the character movement and abilities felt.
Don't know how it fits into the theme, but its cool for what it is. I think it is a little too easy to hit your neighbors, so I can imagine someone losing without the ability to fire a shot which is no good. Orbital dynamics mixed with worms is certainly a good premise. Obviously more sounds and effects go a long way.
The repetitive foreboding liked the music with its low ominous tones foreshadowing the inescapable doom of the carrot people. The demons strike often, and without any notion of fairness or honor, often leading to the planet being trapped in a corner, unable to be saved by even the most skilled of pilots. The czar would be proud of your capturing of the mood and culture of the brave carrots, may they rest in peace. (I liked it. Maybe felt a little unforgiving at times.)
I liked the idea of returning to your shack to get upgrades, except that the menu kept me from seeing the aliens and shooting. Mechanics felt very solid though. I liked the way the movement and firing all felt, and there was a good balance of ammo and reloading to make it difficult. I like the way that the bullets orbited, though They would be coming so fast I would always shoot myself which was more annoying then interesting from a game-play perspective. Also, it felt pretty relentless once an alien has been around for long enough.
Very cool, I did not expect to see any text based games. I haven't experienced Twine games before, certainly interesting. I am surprised by how expansive it is, I would never be able to do this much writing in 48 hours!
Very cool mechanics, and they felt very well implemented. Great job! By the end there was a lot to keep track of, which felt great for such a simple rule set. The sound effects were well made, and didn't feel as repetitive as it easily could have.
The character controls were wonky at times, but I really like the whole idea with all of the abilities. My recommendation with the levels would be to avoid blind jumps, which there were quite a few of. The only way I could do some of them was trial and error, and without checkpoints that got very tedious.
Excellent entry! I liked the concept of creating your obstacles quite a bit, I've never seen that before. I would try to find a shader for the sphere which obscures whats behind it a little more, as it became very hard to tell the difference between what would kill me and what was the furthest possible thing from killing me.
Loved the animations of the menus and creatures. I appreciate the amount of depth that the game has, where it always feels like I can be doing something to improve. Showing how you did relative to everyone else is a good touch as well. Great job, I loved it.
Very cool little puzzle game. It sometimes felt a little strange to control, but I got the hang of it eventually. Good music and a good number of puzzles. I felt the level select screen didn't really fit with the game itself, and more served as tying it to the theme.
Very strange game, but probably the best game I've ever played about poking fish. The music and sound effects were spot on, and I really liked the models for the fish. Great effort!
Got pretty repetitive. I could basically win by just spinning in one direction and unload or load as soon as I reached a place which had resources or needed some. I feel its a little hard to make engaging strategy when I can't see the whole picture. I would have liked to have events or something to break it up and make me think on my feet. I like the art and sound, and it fits the theme well.
Simple, yet very effective. The basic mechanics spawn a good amount of interesting gameplay which i did not expect. And of course the music is well done. I would have liked the ability to change the direction that the arrow keys moved the level, but that's just a nitpick.
The controls were very non-standard, and I still am not sure if you can rotate left and right. I appreciate the sound effects and music you added in, they are so important, but its easy to simply forget about them or put them off until its too late.
Surprisingly hard game while looking so cute. I like the idea of the game, and the use of the theme quite a bit.
My one complaint is that my mouse movements won't count when I reach the edge of the screen, so dragging became cumbersome. Otherwise I really liked it!
Really fun game. I liked the presentation a lot, including the graphics and audio.The gameplay was simple, but challenging enough to be very engaging. Great entry.
I just feel really happy and calm right now. Gorgeous little game. My only criticism is that there aren't enough things to do, but what you do have is great! I would love to see more of this.
Im not so sure about the coins re spawning when you are too slow, it just seems a little mean. The mechanics were well implemented, it just felt a little inconsistent at times, and I would pass through enemies or coins.
Love your sound effects. There wasn't really enough to keep me playing it for that long, but what you have with the art and sound effects was great!
Very cool! I very much liked the animated intro, and the graphics looked good as well. Basic premise, but it was well executed. Good job!
Loved the writing in the tutorials. Overall it felt a little overcomplicated. Perhaps the same set of mechanics would be better suited to another perspective rather then first person. I also never much care for mechanics based on waiting for bars to fill, perhaps a more elegant solution to that would be beneficial. I liked the mood and the audio a lot!
I couldn't get too far due to how punishing it was, but it seemed solid from what I played, and the mechanics all seemed to work as intended. I would recommend some sort of checkpoint system.
What an amazing and original idea! Perhaps it could have been done better, or a nicer interface, or more options for planets, but I loved it none the less. Great job, this is the kind of weird risk that I love to see in game jams!
My main problem with the game is how little time the player is given to react, especially for asteroids which spawn on the opposite side of the planet. Otherwise, I liked the frantic tone set forth by the sound effects. The weapons all felt good, and I liked the system to switch or upgrade, though once I settled on the type I like, there wasn't really anything which made me want to switch. Very good entry!
I couldn't find out how to get more oxygen, so I just starved to death :/ Very pretty and atmospheric game though! I like having the ability to plant more food for later, that was a very nice touch. The graphics were clean and quite good for being so simple.
I like where your going with this, and I like the progression. I would have liked to see the visuals be a little more your own, the unity standard objects really stood out to me, and any special cases like the stained glass at the beginning doesn't seem to serve a real purpose, and just stands out against everything else. I did like flying around the level once I got enough boosts and stength though.
Neat game, I recently played a lot of Mini Metro, so its cool to see things seemingly inspired by that. The micromanagement aspect was interesting, and seemed to work well in this case. I feel like you could expand something like this to be a full fledged game!
Fun game, though a problem I often have with random attacks in games like this is you can too often get cornered and lose without it really feeling like your fault. The movement of the particles with the physics felt very good.
Great entry. It was very fun and the feeling of progression was great. The only thing I would recommend is more variety, but its a compo game so that's understandable. Loved it.
The puzzles were well designed, leading to a very nice difficulty curve. I didn't really like the levels being timed, because once you know the route its just a matter of hitting the buttons really fast which is not really what the game is about. Perhaps multiple routes or a star system as suggested above with optional tasks on levels as a form of completion. Good job!
My enjoyment was hindered by the game not running very well on my computer, and I kept getting stuck trying to climb ropes properly. I did love the whole mood of the game with the darkness and the music was spot on. Very good atmosphere, though I wish the game play felt a little better.
The art style was stunning, though my brain cannot move at the speed required to do anything. This feels like a really interesting game idea, but the use of the theme and running out of battery I feel hindered the game. While it fits the theme and makes it very hectic, I don't think its very fun to run out of battery. I would love to see more of this without the battery mechanic. Very well executed on all other fronts though!
It took a couple of tries, but after a while I started to get a hang of the game play and began to really like it. I would say it may rely a little too hard on luck, sometimes I would be setting up for a huge detonation but the detonator would never come. Aesthetically I think there was a little disconnect between sabotaging power plants and "Star Killer". One of those feels very revolutionary, and the other sci-fi so I would focus on one or try to bridge the divide a little more.
Great atmosphere and feel to the whole thing. I feel like you could have done a bit more to differentiate the different hallways. As it is right now, it is extremely easy to get lost, and then its just aimless wandering. You had some boxes occasionally, but more decor like that would go a long way. Also, multiple play times the game began with the monster right in front of me before any branching paths, so I would just be doomed from the start. Maybe a timer before the monster can spawn, or some changes to your level generation would be good to minimize that.
Cute little game, though I was very puzzled when I first started playing because I thought it was controlled with the mouse. I kept clicking and the character would move, but most of the collision wasn't there and the rooms would play out in the wrong order. When I finally figured out that it was with keyboard I liked the cute little stories, but I always like finding little seams in games and I didn't expect to see that here. Fun game. I like the art and animations.
Nothing particularly innovative, but you did it so well! The movement felt really great, adding momentum with the same resource as your firing was a great idea and led to some really tense moments. I love when you are encouraged to have restraint and only fire when necessary, as too many space shooter games like this might as well just continuously fire. I also like how you are able to destroy your own power pickups.
The art and audio were both consistent among themselves each other which I really appreciate. One very small suggestion is that there shouldn't be a button you have to hit with the mouse after the intro as the mouse isn't used for the actual game. Great game. Well done.
@ginger9 I definitely agree about the power ups not being very obvious when you pick them up. I will address that when I get around to updating the game post jam.
@avitt The jumping movement is certainly not the best. I think I may need to tune the camera controls a little more to help with that or make the jumps a little more floaty.
Thanks for trying the game!
I got a little frustrated by the lack of checkpoints, and that the wide beamed enemies wouldn't stay deactivated for long. I feel the game could have benefited from a little more telegraphing, like a bar filling up before the wide beam activates, or something showing how far the beams sweep. Or a time showing how long something is deactivated for. I loved the implementation of the moving platforms though, that felt great!
As others are saying, yes this is a very juicy game, which is great, but why this sort of thing works in Vlambeer games is that their core loop is fun, simple, and easy to understand. I had absolutely no idea what was going on while playing your game. Sure numbers were going up and explosions were happening, but after getting demolished by a boss for a while, I was simply able to spam my right click it felt like. If you were to keep working on the game for a post-jam version, I would recommend working on the readability and moment to moment decision making in the game. Personally I would slow it down a bit and add more variety of enemy attacks to allow for more intelligent play. All that said, good sound and art. You definitely create a chaotic and explosive mood which is certainly strong.
The game was very fun and the feel of the shots and everything was very well done. I really like the simple look, though It was a little busy at times. What I really like in games like this is the strong readability, but with the speed of the projectiles and the loud background, it was hard to make intelligent decisions about movement.
I certainly like the conceit of the power up which you may not want to pick up. That added an interesting layer of strategy over the game which made me want to think about where I went rather then rush directly for the nearest thing. Also, I always like when people can bend something to their will like you did hear with the command line, i didn't realize something like that was possible to do in this amount of time!
I really like a good puzzle game. My recommendation would be to add more complicated mechanics. The levels felt well designed and original. My main problem comes in that with the current set of mechanics I can't see any puzzle really being that hard. Basically what I'm saying is I want more! Great job!
Oh also, I would add a little indicator of the direction a block will spin just as a nice quality of life thing so you know if you are about to kill yourself by connecting to a red block.
The speed of movement and sounds the robot makes are great to make you feel like your huge and have weight. I appreciate the effort of putting in a tutorial small tutorial at the beginning rather then a wall of text. The gameplay itself was a little simple for my taste, and it didn't really mix it up too much so I would have liked to see a little more variety in terms of enemies or abilities. But overall a solid, functional loop.
(By the way, I think you have a missing texture in one of your bush prefabs)
I certainly agree about giving the player more info about how the mechanics work. It can be pretty hard to strategize when there aren't any numbers for stats of the elementals or mortals. There seems to be a bug as well with pathfinding where it seems that enemies can move way more tiles then they are supposed to, and all of that makes the turns take so much longer. The ability to skip or speedup animations would be very helpful because after the first couple of animations it just becomes tedious.
Character animations and movment mechanics all felt good. It really felt like a board game.
This has the bones of a great game. I like how you put in the loop and jumps so you can goof around, though it did get frustrating as I kept flipping the car and having to alt-f4 out of the game. I also kept hitting what I found out later was the other side of the loop, just the back faces were not rendering but the collision was still there!
I would have to second the suggestion that wheel colliders might not be the best option, especially when you are going for something more arcadey like this. It takes a lot of work to fiddle with the weights and the forces to get them just right using proper physics, and event then it can behave in unpredictable ways. Unity physics isn't always the greatest, though it can lead to some funny side effects. :P
Funny game, though I kept running into a bug where the buttons stop working, so I wasn't able to go lose my job and continue to never finish my homework. I did have 10 whole spoons though.
These are some great mechanics, and they fit very nicely with the theme. My main problem was the lack of distinct art for different modules, which just made it hard to read a situation. Also, the real-time mechanics felt a little off, especially since you could just pause it at any time. I think I would rather it be turn based or have a little more of a reason to be real-time. Very fun, and I certainly hope to see more of what you can do with it!
Great use of the theme. The sound effects were good, though I think they got a little repetitive after a while.
Excellent game. I really like your use of the theme and all of the voice work and sound effects. The structure of the game itself could use a little work I would, the repeating of areas multiple times just felt like it was padding the length without really doing much. I also really liked the spinning on batteries to charge them, It added a neat layer on top of the twin stick idea.
I really like the interpretation of the theme, It was both funny and unique. I feel like the controls could have been a little more sensitive as it never really felt right rotating the character at that speed. I found it cool how you can see the whole maze from the initial screen and how the camera moves right from there to behind the character. Good work!
Quite simple, but I like how the mechanics work together such that you want to space out your pickups to get as much time as possible. I would highly recommend procedurally generating levels for something like this as it just ends before you get a chance to explore any deeper mechanics, but I like what is there.
Always love a good twin stick shooter, though I did eventually lose due to the round not ending when I finished off the last robot. Perhaps they got stuck off screen. Overall I felt that it was well executed, but you could have done a little more with the theme and mechanics. One type of enemy plus a boss (At least as far as I could progress) got stale.
Additionally the use of the theme served more as an annoyance. I would just slowly be draining and the enemies wouldn't drop enough batteries to stay alive.
Presentation, sound, and graphics were done very well!
I like the use of the theme for limiting your shots and forcing you to recharge, though I don't really like having to return all the way to the beginning about once a minute. The sound effects were well done, and the combat felt good. I would have liked to have a score or some sort of goal to go for, as well as some sort of danger. There was very little actually driving me in the game which I think can be improved. Without much danger from enemies, the recharge mechanic just made me break away and recharge and never really felt like I was in danger.
What a strange look and idea for your game. I very much wonder how you came up with flicking cigarettes at ghosts with the theme, but I'm kind of glad you made this. It felt very much like a bullet hell game, and I like you you mixed things up with the ghosts that make a loud noise and run at you, though I think you could have added more attack patterns like that to make it more interesting. Slow moving circles can only be interesting for so long.
I loved the simple neon art style, though I think being able to see the opposite side of the cylinder did get a little distracting at times, maybe it should fade out a little over there. I think a little bit of sound would have gone a long way in establishing the mood of the game, maybe some synth music or something to match with the art and pace of the game. Cool game!
The polish on top of the game was great. The leaderboards and accomplishments system are great additions, I'm amazed you were able to get those in there. I'm at a loss for how some of those higher scores were achieved, as my blood reserves were constantly going down even though I thought I was eating villagers quite fast.
I have a bit of a problem with the archers, as it was quite hard to tell why I was getting hurt, and only realized it when it told my how many archers I killed at the end. I would love to see all the different villager types to be more differentiated.
Great job!
I really like your procedural generation. The added skulls and torches were great for keeping the map fresh. From a mechanical standpoint, I felt it was a bit of a mixed bag. I really like the idea of limiting your shots to your health bar, kind of like the boost mechanics of FZero GX. However, I think it could have been tuned a little better. It never really felt worth it to fight enemies however. It took so few shots to run out of power. I ended up finishing the game with basically no combat which basically avoided the entire theme of the jam.
I did really like the intro dialogue system as well. Those sorts of touches and added detail with the art and sound were truly great.
I really like the art and audio going on in the game. Keeping track of the hamster's health is a great way to use the theme. The animations of it eating and running were excellent. One thing which I feel could be improved is the diverting energy mechanic. In the end the player is just keeping bars from getting too high, which I didn't end up finding that engaging. From a theme perspective I loved it, how you have to keep all of those plates spinning, but I feel like there could have been a bit of a better way to do that.
Fun game, it definately got me in the "zone". One thing that I found is that I can just ignore one of my ships, and as long as I aim for the green with one of them I'll be fine which kind of defeats some of the purpose of the design I think. Though it would be much harder, perhaps adding a mechanic to adjust the distance between the ships would add some interesting depth to the game.
Not much related to the theme, but I love it anyway! Excellently designed levels that were paced very well. Graphics, audio, and art were simple but they worked for the game very well. Truly a blast to play, It was great what you were able to do with a small and focused set of mechanics.
I'm not too sure about the thermal sensor, I believe that could have been used a little better. It felt really similar to listening for electricity and I only need to toggle it on for a second to have a full understanding of where the fires are. The scan and the sound on the other hand were really well done. I like the idea of sight not being a given in a game and having to uncover the world on your own.
Absolutely loved it. Great mood from created from the art and audio. I honestly cant think of anything I would have done better. One of the best I've seen so far.
I like the generated levels, but since they are procedurally generated, I don't understand why there were also unlockable levels and higher difficulty modes. The movement felt a little off, especially in corridors as the characters hitbox felt a little bit too big so I would get caught on geometry often. The gameplay loop, and the idea of filling up the constantly depleting energy to beat the level was well done.
Wow, where to begin.
Everything on the audio visual front is spot on. The mood was just what I wanted. The graphics and audio were simple but worked together so well to create that mood.
The mechanic of drifting through space just felt so good, and the amount of drag felt just right and intuitive. I love how the game suggests a slow pace through its mechanics and rewards you for that.
My only complaints are some tiny mechanical nitpicks. For something with this degree of freedom in movement, I would recommend using Quaternions for the rotations. At the very top and bottom of the arcs things get a little goofy. There is not up in space, so might as well use unrestricted rotation!
The HUD in the top right showing you how much fuel you have left just felt unnecesary and only served to obstruct the view. To more fit the mood, I would have the indicator as part of the ship so the player can spend more time seeing the sights.
The last thing is that I would like to have a little more indication of my heading. As it is now, I keep missing fuel cells by just a little bit, and just wind up unable to aim for another.
Overall, Excellent entry!
I liked the fully implemented RTS mechanics you had in here. The movement felt really good. I was annoyed by the screen size a bit, and would have liked it to be full screen as There was such a small area in which I had to be to scroll the screen. The loop is there, but it is quite simple. I never felt like I had to micromanage units since I was only ever attacked on one flank at a time.
The controls were my biggest problem with the game, it felt very strange having to turn on mouse camera controls and when they were on, I would expect a one to one look from mouse input like most fps games. Also it never felt worth it to fight enemies, I would just run past them. Nice generation of levels and the minimap though, those seemed well done.
Great idea. I made a few playthroughs to try skipping some weapons corresponding to some of the harder enemies, which was great. I would say that the controls were a little clunky for the amount of precision the player was expected to have, especially for the very tight patterns of the spread shot enemies. Overall very well done though.
Very cute cats. I really like the frantic tone from all the cat sounds and the doorbell going off constantly.I would say that there could have been a little more to do on the gameplay side, but what you had was great and I really liked it. I had a few strange control issues by the way, like the camera would all of a sudden swing to a random angle which made it frustrating at points.
Simple idea but for the most part well done. The persistent honking really made me want to speed things along which was good. One thing which I wish was more clear are the rules surrounding each kind of box, because I kept thinking I found a rule but then I could break it and other spots where I though I should be able to place I couldn't, though maybe im just not thinking about it the right way.
The waves just stopped coming for me at some point, so I wasn't really able to experience too much of it. While I do see that there are different guns, The variety is not really apparent for them. I would love to see an emphasis on variety in those weapons, such as explosions or lasers as otherwise it isn't really changing up how you play the game.
Cool idea, though It was very hard to tell what was going on. It was a lot of asteroids very quickly, so it didn't feel like I could have a strategy. The sound effect was very repetitive for something that you use constantly. Also, it seemed that when you destroyed an asteroid you would regain all of your health which made it so I didn't need to be careful.
I loved the artwork of the game. I think the gameplay itself was a little simple and I felt didn't really match with the Vr inside of Vr thing you had going. Also, you should make it Vr compatible, like hitting keys on a virtual keyboard with your controllers. You must go deeper!
I really like the idea behind this game, and plays with an idea i've been thinking about for a while that it is a bad idea to hold down the fire button. Not enough games like this do that, and having the shurikens come back and hurt you is the most creative solution to that problem i have seen.
The R ability felt quite powerful overall, making the game somewhat devolve into kiting fans around until the R refreshed. The enemy clumping felt like to much which only added to the R feeling so powerful and swingy.
Art and sound was excellent though!
The crazy movement felt a little more like a bug then a feature. I would release the key and the movement would still be going. I could understand if it just increased the speed of the heart, but it didn't seem to do that.
That was a very nice and well polished game. I would say that it was a little too easy to just brute force it. One of the things that I really liked about spacechem was that it forced you to make something that worked cleanly and worked multiple times. It doesn't seem like there is much of a reason to not just "cheese" every level when instead there should be interesting patterns to look for with every given starting situation. In any case I enjoyed it, especially that you took the time to make menus look good and to have music.
I love the escalation as you get bigger and bigger, though It did start to lag like crazy after a while. I would recommend cheating a little bit instead of actually having all of the collected sprites stick to the player. There is something very satisfying about a Katamari like game, and I really enjoyed your take on it! good job!
I really like the concept, but I don't think the level design complimented the gameplay that well. It felt frustrating rather then rewarding a lot of the time as I had to herd individual sheep which weren't sticking with the rest very well. The pixel art was really great, and the sound effects we simple but well done. It fit the theme very well and the level of polish was excellent!
I think the game suffers from throwing too many things at the player all at once. I see that it is very ambitious, and theres a lot of layers in the game, but its just so opaque that I couldn't really enjoy it.
Simple and easy to understand, and yet it was very fun and made me want to keep going. My suggestion would be that rather then simply increasing numbers, perhaps more can be done with mixing up gameplay as you progress. More stuff like the cop mechanic would be great and perhaps the map switching up as you go, maybe draining a store makes it go out of business so a new one will pop up and keep you on your toes.
Those cats are really cute, and I love how out of hand everything gets. I also appreciate some of the stranger aspects of it, like how the dead cats make ghosts that you have to get rid of.Very frantic, very enjoyable game!
The sound was really the stand out in this game. Expertly done. The gameplay was simple, and not really anything new, but it was well done and I really enjoyed it. I got one instance of multiball, which works great with the theme but it seems to be a rare occurrence. Also when that multiball did happen, the camera movement was very fast which made it really hard to tell what was going on. Perhaps a little more smoothing there would be nice?
Great entry! A completely unique theme and the amount of polish was great! I love all of the types of critters and the animations unique to each of them. A complete home run on the art and sound and presentation.
That is the best graphics and audio that I have seen so far. Amazing work on everything on the art front. My main complaint would be about the gameplay itself, too often it felt like I didn't really have any choices. Often I would only have three cards in a round, and it wouldn't matter which of my three did which card. I think there needs to be some more ways to add more cards to your hand to add a little more strategy. All too often it felt like there would only be a single correct choice, or I would just lose a battle due to luck of the draw. Again though, wonderfully done.
Wonderful art. I loved the whole style of the game.The gameplay itself I felt was a little repetitive but everything surrounding it was very well done.
The animations, art, and music were all excellent. I love the effect of the character turning to gold. I would love to see how else you can explore this mechanic, as how it stands it isn't that much different from a health system, though thematically it is handled amazingly well.
I would love to see more levels and more twists on your idea!
My main complaint is that there isn't any time to explore the mechanics. Its a cool idea to balance hot and cold, but the game is so short that the mechanics aren't expanded upon. I like the simple pixel art, it was very effective, though I am a little bothered by the want because its not on the grid when it moves around.
Really like the creature designs. It seemed like a lot of the movement was physics based and got pretty wonky at times. I also think that things are worse when you have fewer of them. I got down to just a few purple things and was having a very hard time micromanaging them to eat any more. Well done, again I dig the look!
Very cool take on the endless runner, a genre which desperately needs new ideas.I loved the way you had to adapt your playstyle to the size of the crowd following you, and I really like the text popups that everyone has when you crash into something. Great stuff.
Excellently done. What really elevated it for me is when i discovered that you could use the pop ups as platforms. That was such a fun discovery that changed my perspective of the game completely. It makes me hope for a version of this which is more about utilizing that meta layer of the game to finish designed levels. Great idea and execution!
I felt like I was just thrown into the deep end right away. I have certainly made games like this before, and while I always feel fine with the mechanics myself, mostly that is because I programmed them so I understand them. I recommend playtesting with new people early and often with new people every time and don't explain it to them at all because that is what most of your players experience will be like.
I like the overflow mechanic in regards to the theme. The clicking definitely became a lot, so I appreciate being able to hold down the mouse button (Though I believe clicking was still faster.) The clicker idea is also what I went with, it just seems like a very good way to make something work with this theme!
I liked having an Android version, the game feels very suited for touch screens. I think my main complaint would be that some of the mechanics are a little opaque and cause some frustration sometimes I would be getting big juicy planets to mine, but then I would only be getting crystals worth 5 or less. At times it felt that the game made me lose and I had no way to prevent it. The graphics, sound, and menus were a nice layer of polish. Well done to everyone involved!
The contrast with foreground and background objects was a little low making it somewhat hard to tell where things were. Also, I was flying around for 3 minutes and only found 2 objects in the world which felt a little low.
A solid entry. I'm not so sure about the night mode as a higher difficulty. Being able to see less is more frustrating than difficult, and I could still see everything so it didn't really make it much harder either. I do like, however, that it is a different way to do difficulty as the most common way would just be to increase the speed and how often obstacles appear, and that isn't really doable in your game. One idea that could work is to have some self imposed difficulty, like having score multipliers for skipping water to encourage players to take risks. I think that the main thing that the game lacked were meaningful choices, or any reason that I would have a different approach then any other player.
@lanedavis and @paulhocker Glad You liked the game! While making it, I never really thought about how long the game is. Usually I also try to aim for a 3-5 minute range, but using what I learned from this jam, I might try more of these sorts of bigger games.
@sthor726 @limered I definately agree about the controls being a bit floaty. It got to a point in the middle of the jam where I just got used to it. Playtesting your own game turns out not to always be the best idea!
@odlog-oglog @egos Downgrading as a mechanic is certainly the more untested/experimental part of the game. I am a little more optimistic that It has potential though, I think especially if I add more items then just the two I think subtraction can end up being just as interesting as the addition of more powers.
@mathstr0fficial Glad you liked it! It was made in unity. Unfortunately I can't really share source code due to a work agreement (Which is why I finished in 48 hours but still submitted to the jam.) I can say that I am heavily using scriptable objects and have been using a sort of starting framework for the last few jams inspired by this video: https://www.youtube.com/watch?v=raQ3iHhE_Kk
I have found that using really simple scripts and passing the data around with these scriptable objects has allowed for really fast iteration and has been really flexible to use.
I also have tons of tiny scripts which I call "relays" which turn code events, like changes in variables stored in those scriptable objects, into UnityEvent calls. Once I have a big library of these very simple modular scripts, I hook up as much as I can within the scene itself. Altogether, this means that my code has very few dependencies so I never run into the problem where changing a script in one location breaks something elsewhere.
Let me know if you want to know about anything more specific!
That was a wonderful entry! Triage in game form doesn't get done enough. I'm definately seeing those Overcooked vibes you mentioned, and I like it a lot! The gory art and sound mixed with the rather silly voices makes for such an odd tone that I very much appreciate. Great job to the entire team!
I love your entries every ludum dare! These are great. Your optional difficulty system reminds me a lot of the system in all of the Super Giant games, and that's great, that space has so much to be explored. I really like the innovation on the difficulty front, but the actually minute to minute gameplay is pretty simple and can get repetitive. I like it a lot more from the aesthetic standpoint then the actual game itself. That said, Art, Humor, Theme, the voice acting, all of that was wonderful and have fives from me. Wonderful entry.
Overall I think that there could be a larger strategic element to the game. Currently it feels a bit like horse racing where you shoot whichever horses you think are going to lose (Which sounds pretty horrible.) I wish there was some more ways to manipulate the probability, or some sort of simulation underneath to manipulate.
A fun game, but I feel could have been made with almost any theme. Visuals were well done, and I liked the music quite a bit. Not exactly original, but I enjoyed in non the less.
The graphics and audio worked together to create a nice mood for the game. Theme wise, I didn't really like it, as It didn't really feel like you ever needed to sacrifice the particles, and in fact you were specifically trying not to. I felt that the movement could have been tuned a little better, as it felt very fast and loose even before I discovered that you could go faster with a button press. It feels like a game that should be very deliberate, but I was having trouble expressing that with the controls given. Going back to the visuals, which are great for the most part, it doesn't always cohere. The background elements and the shadows all feel good, but particles being just simple circles and the static star being what you control was not the best. The resulting visual felt inverted, as the most interesting and detailed elements were the ones you were supposed to be paying the least attention to.
Cool to see another team doing something similar, I did a reverse Zelda! The concept is good, but I have some nitpicks with how the game plays. The screen effect doesn't really do anything for me, and felt more distracting then good. Similarly, the way that the camera snaps to "rooms" didn't feel great to play and would be harder to make then a more simple following camera, It felt like even more of a restriction then even the original metroid had where it could scroll either left-right or up-down. That said, I like the very metroidy vibe from the audio and mood, that was all done really well. I like how you used the concept as a way to create a puzzle spanning the whole map, though the hints didn't really help out to much as I couldn't know where the abilities were until I found them already. Good job to the whole team!
Man, that was super messed up. I loved the art and voice acting a lot. I kinda wish there was a little more game there, but it does everything you set out to do!
I understood the mechanic, but I have no idea what the goal is. Why are there two sides playing cards? Why is there a little man in the center taunting me? I just don't understand the intent of any of this. The graphics and audio are really good, but the gameplay just seems lacking.
The movement and game play concept was novel, but it felt more like an idea adapted for the jam rather then created out of it. Having the theme appear in the final moments of the game isn't so much an exploration of the theme but a concession to it. That said, I had fun playing it, and some of the puzzles were nicely designed.
Cool game. I got to the end, and it looked like it bugged out (I got first in everything, with a 14335760/5 average on gameplay), It gave me a bit of a laugh whether intentional or not. I usually am wary of these games that get too meta, as they tend to stray from the theme and could have been made for any ludum dare. That said, this ended up fitting rather nicely. Personally, however, I never find the mechanic of "Plate Spinning" with multiple decreasing bars to ever be a very good idea; I feel that it gets overused in jams like this and I have yet to see a take on it that I have found truely novel.
Very cool entry. I really like the variety of the characters, and the intros and music that go with them. I didn't like that I lost all my progress when I died in a room without anyone else in it, but tat also sort of works with the theme. Good job!
Aesthetically, I like the game. Mechanically, I have trouble finding much engaging about it. The time between turns was very large, which just drags the whole thing to a halt. The keyboard control to move the mouse was strange and didn't add anything, instead making control more difficult. Also, just because the card mechanic is presented as "Sacrifice 2" doesn't make it a sacrifice; its not like I'm losing access to those cards, I'm just choosing a different one. It is cool that you were able to create a functioning rpg battle system, but I find it lacking in terms of novelty.
Gorgeous game. The art style works so well, and the music goes great with it. The gameplay itself was meditative, if not particularly deep. I have a problem with games that are about "Plate Spinning", or keeping resource bars high as I just don't think it is an interesting mechanic, but I actually didn't mind too much in this one because of the meditative quality and the fact that those resource bars are abstracted away into nice art.
Theres nothing particularly innovative about the game, but the mood created by the sound effects and music is hilarious! The thing which bugged me the most was that it seemed like the way people spawned was true randomness, and it literally took two minutes for a red haired person to show up, and when on finally showed up I needed a second one as well which took another 30 seconds. Rather then becoming a test of my memory, it becomes a test of patience. And I am also very very unlucky :(
First of all, from a polish standpoint it was top notch. 5s all around or art and audio. I didn't notice any bugs or anything like that which is great. I just have two main pieces of criticism.
First, the theme didn't really play at all into the gameplay at all. These could have been conveyor belts could have been reskinned to carry anything, and there is nothing about the game itself that relates to sacrificing. Second, The lack of mechanics . There is only so much you can do with your setup of sliding conveyer belts on a small grid, and I think you covered almost all of them already in 13 levels. Everything is just a little simplistic and unambitious on the gameplay front for my taste.
That said, It is super polished and I am amazed at what you were all able to accomplish in just a short time.
I don't really like having to refer to an outside reference for playing the game. Tool tips, or a tome describing all the rules in game would go a long way I would thing. My main criticism is the low amount of feedback. Not just that there is missing audio, but its hard to tell if the action you just made went through or not. For the sake of the gameplay, maybe you don't need the animation of the cultists gathering all the sheep together for instance. Overall, a unique puzzle game, which is cool. I could see this being really cool if you had more time to put into it.
Very odd game. The core loop itself was very fun though. I didn't feel that the gameplay itself was ever actually effected by the theme, which is the shame. The sacrifice felt very tacked on. The art and sound were really well done though.
There is something very satisfying about playing as a tornado. I enjoyed that quite a bit, and the sound effects and concept definitely score high on humor for me. I felt that the theme wasn't the best though, as while you did have a risk reward mechanic, I don't know about it really being a sacrifice. I don't really understand the logic behind humans adding time and taking away points, it just feels a little arbitrary. (I think you just wanted to make a tornado game, which I totally get). The sound track got pretty repetitive as it seemed like it was just a few second loop. Despite those nitpicks, though, I really enjoyed playing it, so props for that!
I like the idea of using genetic algorithms to breed units, but the real interest of that comes when you have multiple genes that are advantageous, or where a certain gene can be good when its large or when its small. It doesn't feel like the mechanic adds anything in this case because you just want the number to go up and theres no decision making about what you toss in the pit. I would love to actually be given some more knowledge of what is in the gene pool, because the average being all that is shown just boils the game down to "Is this number larger then that number?" Also, RTS controls are quite heavy for a game so simple, and I have found tend to be hard to get feeling right. I think the emphasis of the game, and thus the place where you should put the most effort is where your game is unique and sets itself apart. That would probably be the Genetic manipulation, and I think it has some potential if you focus on what makes that mechanic unique.
I like the movement being wonky on the rock, though it leads to some strangeness with what feels like missing inputs. The sound is pretty grating, and as something that happens all the time i wish that is was more varied or had some sort continuous loop rather then playing the same short clip over and over.
I like the combat, though the use of the theme doesn't work for me. It doesn't really seem to impact the actual game play that much as it just seems to be a timer for fights. Sure sacrifices must be made to keep the game going, but it doesn't change anything if that mechanic was omitted.
The pixel art and animations were good, and I liked the AI of the enemies.
Very unique take on the theme, though since you can move around the pieces of your armor, it never really felt like I was sacrificing anything to solve a puzzle, I would just drag the pieces from my last bridge over to make my next one. The main thing which seemed off was that when you drag a block while on a block you just sink right through. That just didnt make much sense to me.
Good concept. I would say that there is much more that can be done with the mechanic of sacrificing your previous character to make it easier for the next one. Spikes, mines, and fire all seemed to act the same way in the end, just with a different coat of paint. I would love to see what other ideas can be put into the game, as currently there isn't much intentionality to sacrificing characters. It feels a little like a platformer that just gets easier the more you fail whereas I can imagine so many interesting puzzles about timing deaths and stacking corpses to get further. The graphics were well done, I like the expressiveness you were able to get out of just a few frames of animation.
The first few levels felt pretty samey, but then I really liked the idea of stacking corpses to get higher. Unfortunately that was the last level. It felt like there was a lot more that you can explore with this concept, but there were only really two different puzzles. The music was great, but it was a little undercut by the very simple bfxr-like sound effects. Overall quite good entry though.
The mood is truly the strong point of the game. It is super frantic! The concept, though, didn't really seem to fit the theme though. I wish there was more going on, because as it stands I can just swipe back and forth at the bottom of the screen and do really well. It was awkward having to hold down the mouse button when there is really no reason ever not to, I have the same problem with something like mario kart where you almost never want to stop accelerating or shmups where you never want to stop shooting.
Cool concept, and I love the idea of working conway's game of life into game mechanics. Everything works like it says on the tin, but it was hard to engage me without much going on in the way of game play, At times it just felt like I could run right through without really needing to worry. I liked the music a lot, it really put me in the right mood for the game.
I don't really know what to dock you points for. It is extremely well made. The concept is brilliant and well though out. Great work!
Geez that is hard. I think it is a bit too punishing to return all the way to the beginning after death, especially in a game that isn't a rogue-lite. Playing through the same locations multiple times just doesn't feel that great. That said, the presentation is very good, and I like the concept of eating your own weapons and armor, but it feels like the game needs more to fully realize that potential, and I'm not sure that the "more" is really possible in a short game jam setting.
The whole mood of the game is excellent. It all feels like a real-time puzzle, which is very cool. I especially love the final level, it just creates this wonderful sense of dread as the floor starts disappearing. You captured a wonderful sense of balance for the whole game. The art and sounds are simple, but work very well together to create something that feels very polished. Great work!
Great art, and I like the audio loop. The gameplay itself hurts my hands, but I did get all the way to the star rod without cheating. The part I like about clickers is that it evolves beyond the actual clicking which this never did.
This was great. The music was simple but didn't feel to repetitive, and the graphics achieved everything that they set out to do very well. The gameplay conceit was great, and led to a lot of cool emergent things you could do which is really a sign of a great system. The door mechanic was fine after reading the tip, but that is something that should probably be in-game. Great job to both of you!
That was really well done. The graphics are simple, almost "Programmer art", but the effects and animations completely hide that. It was a great way to make the most of what you have. The branching story felt good, if a little bit transparent at times. Some of the branches felt more like twigs that just reset the game. I like that you don't sacrifice the dog to get the colorful ending, it was a nice way to play with expectations that in a game that feels so dark that you can get to the end with (relatively) few sacrifices. Great job.
Very good entry. The graphical style was really well done, had no problems there.
I felt that sound effects weren't great, and got really grating after a while. Also, it was strange to have combat when there was only one encounter in the game, it feels like that time could have been better spent expanding the non-violent part of the game. Concept-wise I like the idea of expending animals to progress, but it felt strange that a cow would die after turning in an item and sheep being used to cross spikes felt a bit contrived. I would say that my biggest complaint was the movement speed relative to the world size, as it just took forever to go from place to place. I noticed that I got a slight boost when hitting space, so I ended up spamming space to go at max speed which wasn't great.
Overall though, I think this was a really good entry nitpicks aside.
My favorite of the jam so far! Learned a whole lot about anatomy, thank you!
The board game aesthetic was well done. I felt, however, that there is just too much information all at once. The game is short enough that you don't really have time to learn all about all the different cards and choices you can make. It made me feel like the use of the theme was holding the game back that I couldn't reshuffle my deck to revisit cards.
The graphics and music were very well done. The idea of switching between worlds is great, though it feels a little contrived having townspeople being walls, especially when they are blocking you across both dimensions. I will also say that using Rock-Paper-Scissors for a combat system isn't great, it added a bit of a goofy tone which I don't think was really supported by the game and it doesn't create any interesting interactions because it is pure chance.
That was very fun, and such a strange and original concept. The music was really good, and that mixed with the sounds made me play it kind of like a rhythm game even if it got me a lower score. Thoroughly enjoyed it!
That was very cool. The concept of collecting words to use as actions was great, and not something I'd seen before. I would love to see a full version of this concept with more branching and possible options. I played the post LD version where you could double click words which helped a lot with navigation, but I feel it was still a bit tedious to remove letters.
Ooh, I am very bad at this game,but I love it. Its really cool to see that you are using real data too. I just hope there isnt an economic collapse, or this game will become even harder then it already is. The style kinda reminds me of n+ mixed with economics class which is certainly unique. Great concept, and the execution is also really great. One of my favorites of the jam so far!
I'm going to parrot a little bit of what was said before, but I feel that a large number of the levels are so easy and unwilling to let you fail that they can hardly be considered levels. Overall I think that was my biggest complaint, that until it got into the complicated levels it sometimes felt like a chore. Graphics are great, and the music was a little to cutesy for me but was certainly solid. Only tick I can take off of the presentation is that the text above coin pickups seems very low res and looks kinda ugly against such a good backdrop; since it is Unity, I would recommend using Text Mesh Pro which would eliminate any bad looking text.
That was really short, but felt complete for the amount that there was. The graphics, menus, audio were all really well executed. I like how it became a kind of puzzle to figure out how best to beat the boss. I would love to see more bosses to see how the different upgrades can be useful. Also, I really don't like having to press fire for each shot as there is no reason to ever not shoot. It might as well be just constantly firing at the cursor or only while holding.
Great job. I love the big boss enemies, and the permanent damage made actions feel really impactful, though with it ending after so few levels I never really got a chance to learn or unlock any of the ranged weapons. This level would benefit greatly from more levels or an infinite mode.
A very simple loop, but a decent one. The theming I feel is a bit light as there isn't anything in this game which would fit the theme except that the asteroids drop coins. Graphics look really good though, the asteroids and scrolling background look great though the ship itself might be a little low resolution comparatively. The lack of any sort of obstacle or conflict puts a damper on the fun after a while as theres nothing to make you continue once you get a grasp of how it is played and the music loops a few times. Good job though, solid for 24 hours especially.
Very cool entry. The pacing is just right to be hectic, but not so much so that I want to give up. I'm a little sad that it ends, as I could see it being an infinite game that gradually escalates in difficulty which would make memorization and mastery more impactful. Good entry!
Graphics and audio are really great. However, there is no gameplay? The concept of betting your skeleton is a good one, but I wish there was any way you could influence the outcome of the game in any way. Pure luck just doesn't do anything for me.
Cool style of game, something I haven't really seen before. Seems to be about enjoying life while you can which is a good message. The one thing that bugged me a bit was that you choose work/family/fun right at the beginning rather then as you go; I'm not really sure that design decision works for the game too well. I enjoyed it! Good job!
Very solid entry. The polish was very good, and there were no game breaking problems. My main criticism was just that it felt light on the theme. The reward for surviving was skinned as gold, but it doesn't really make sense why your health turns into currency. The currency never serves the purpose of currency. Still loved it!
The concept of spending health/time for upgrades is a good one, but it is strange to do it without any knowledge of the level you are going into. At least on the last level, there is no way of knowing that you will need dashes and double jumps before already trying and failing at the level. Furthermore the character controller itself felt a bit off. Especially when using something like Unity, unless there is something unique about how you want to handle player movement, theres no shame in using previously created scripts such as the ones from Standard Assets; theres no reason to reinvent the wheel for that.
Criticisms aside, the conceit of making a deal with an imp is a good one, it adds a nice implied layer of story to the game. Also the art is nice, and I feel was very cohesive. Good job!
The look of this game, the audio, and the presentation are all great. I love everything around the gameplay, but the gameplay itself felt incredibly clunky. As others have said, dodging and firing isnt possible which makes fights really hard and not feel that great. Also obscuring how much health you have doesn't really do anything for the game, perhaps you could show health on the ship if you don't want UI elements. I also didn't really get the connection to the theme. Once again though, great job on the visuals and audio!
Once I understood the colors and symbols (Which in itself was pretty entertaining to do) I really enjoyed the game. It's always really cool to see something so simple yet so unique, it truely feels like an elemental design that should have existed for a long time, and yet I haven't seen Minesweeper + Block flipping puzzles together before. Great job!
I love the simplicity of this game. The mechanic is really easy to understand, and is so easy to do, and it leads to a really nice set of puzzles. Great job!
Very fun concept. I really like the gravity mechanic and how it feels.
Cool game. Simulations are really interesting, and I really like seeing it integrated with card mechanics. I would say that there are way too many cards for how complicated the game is. It feels like maybe it should be smaller and denser, with more things going on on each tile but on ~25 tiles to work with or something like that. As it is there isn't much driving a strateegy (at least that I noticed). Great job!
I got a time of ~8-9 minutes. Very enjoyable. The movement felt really good, though perhaps a little faster movement would be appreciated (Maybe bunny hopping or something). The rocket jump with the hover felt great. I would say that the weakest point would be the level design since it was just limited to static cubes which got a little repetitive by the end where you would just go across the level again and again, but regardless it was very fun. Great job!
I am without words, except that it was certainly original and funny.
Very cool. I was just a few tiles away from the end before i died! The graphics are gorgeous and the music was very enjoyable. The game play might have been a bit complicated for its own good as constantly referring back to tool tips isn't the most engaging, but overall I really liked it!
Using a metroidvania concept work really well for this theme, good choice. I really like the character art. I think my main problem with the game was how similar every area looked. Color difference just wasn't enough for me, and I just found myself wandering around aimlessly. Some more differentiation between levels and rooms would make a huge difference, as at this point even if I see a gate I can't go through yet, I have no idea how to make it back there.
Really cool mechanic, very original. It's really good when all I want from one of these games is more. Great job.
I really enjoyed this. The indirect combat is really cool, and I like the concept of finding the best position to unleash the curse. I would say that the levels were a little simplistic since it really feels like it could work well as a puzzle game if people patrolled or you had to redirect them to get as many skeletons as possible. Great entry!
What a great idea. Excellent use of the theme, and I love the idea of wiring everything up. So many fun twists and turns!
Cool game. The growing and expanding mechanics really felt like a distilled 4x game. I would say that it felt a little easy at points as I was never really being attacked from multiple points and as long as I played it a little slow the ants couldn't hurt me. Really well done though.
You don't see many digital toys made for jams, but I love it. Very fun!
What a great idea. Make use of user created content is an excellent idea for this kind of game, and creates an interesting dynamic by releasing it in a jam like this. Very cool and interesting.
Your team created a wonderful mood with this game. The visual style fit the game perfectly, and the gameplay mechanics felt creative and unique. Well done!
84% is my best. I got a few very similar colors, which makes me wonder if it would be best to generate a sort of random color palette each time with very different colors. You could ensure that Hue saturation and value are never too close to each other to mix it up a bit more. This makes for a fun challenge. Good job!
Really cool idea. It basically simulates a mystery game through lack of information, and the mechanic of learning more about a situation and gathering more parts to come to a conclusion is great. The only things that I didn't like were how slow messages came through and that you couldn't see your history, but otherwise this was great!
I really loved this! Great job with the music and syncing the game play to the beat. I got into such a good flow state by the end of the game. Also, rhythm game as a battle mechanic works so well! I think my main criticism would just be with the world, as it quickly became repetitive with just a few sprites for buildings and just one type of environment. The over world movement ended up feeling a little vestigial since all the musicians ended up in just a few clumps anyway. Just that nitpick aside, I absolutely loved it!
I love it so much! I really appreciate how out of hand it gets, for sure top marks for humor! Dung beetles are my favorite kind of bug, they are so silly. Also the idea of a katamari endless runner works well, and the difficulty curve felt just right. Great job to the whole team!
I really like the graphical style of the game, it's wonderfully unique. The game as a whole is very well polished. Game play-wise, I found it to be pretty standard as unlocking different parts of the UI or new tools didn't actually seem to do much from a game play stand point. In any case, it looks and sounds great, top level presentation all around.
Whew, that sure was a typing workout. I love it when games get this out of hand. Well done to the whole team!
Really cute game. I love the pixel art.
That was great! I love the mechanic, and the tone is perfect for an October game. I would say that it relied a little hard on the frustrating gargoyle head mechanic and the bullet dodging as I thought that the rest of the elements were so much more interesting. Good job!
I can't quite tell if I got to end, It was a puzzle with 4 green squares and no exits. It was a little confusing. I'll just assume it was the end. I really liked it! The idea of collecting and arranging an inventory is really interesting. The puzzles felt very well though out. The process of moving things around in the inventory didn't feel great to me though. It felt like the controls would be much more suited to a touchscreen or maybe a mouse. As it stands there is a lot of rapidly tapping left and right arrow keys, and It just feels like too many button presses to accomplish a single action. Very well done though, and great concept!
Great idea, and the punching sounds are so good and meaty. I got stuck on one part, but I really liked what I played. The mechanics feel really good and polished. Well done.
The mood and level/character graphics were top notch. The movement felt very clunky such that it was awkward to get around unfortunately. Overall enjoyable, and quite ambitious for a game jam game.
Cool concept. It takes so much thought to figure out the puzzles, so its a good thing that you keep the grid size small!
The audio and sprite work were really good. I think the game suffered a bit from complexity and obscurity of mechanics, but I enjoyed it more the longer I played.
One of my favorites so far! Great concept very well executed. You explored the mechanics very well and it didn't overstay its welcome. Excellent job!
I love the voice. The art style was very distinct and enjoyable. I feel like it ended too soon for the absurdity of the clicker genre to really kick in, butt none the less it is well implemented. Good job!
Well done! I really like the graphics and the mood. My may point of feedback would be that there isn't much decision making when moving around the overworld. Sometimes games will have different icons or something to give a sense for what sort of encounter you might get when you go there. For instance, If I am low on supplies I might go to a farm to see if I can get more through the encounter. As it stands, I just have to be lucky to run into enough good events before the end.
I very much light the concept of navigation by listening to the sonar. That felt great and was an excellent use of 3d sound. Because of the limited view and the lack of any direction, it became hard to make plans or strategize about anything, which got in the way of some of my enjoyment because I would just be wandering around somewhat aimlessly, but again, the use of 3d sound did help event that experience quite a bit. Also, even though there were 4 resources, I couldn't really make any decisions based on their levels as I can't go seek out a water planet if I'm low on water. Nitpicks though, I like the audio and visuals a lot!
Awesome work. I'm blown away that this is a solo compo project. The idea of connecting individual story lines to nodes in the game was wonderful, and an excellent way to deliver the story. The ending was really well done as well. My only criticism would be that some screens felt a little too hard compared to those around it which made for some frustrating difficulty spikes, but overall I loved it. Great job!
Great entry into the spinning plates genre. I like how the inputs into each of the variables is different to keep things interesting. One thing to be careful of is when you are working with colors as an important game mechanic, as even though my color vision works great, many people cannot say the same. And even though I'm not color blind, the margins between whats good and not seemed really small. I really liked the graphics and audio, they made a really great combo!
I think my main qualm would be that the bug and swatter hit boxes aren't entirely clear which led to a few frustrating losses. But other then that I enjoyed it! Congrats on completing your first game jam!
Great mix of sounds with graphics to create an excellent mood. While the game play itself is a bit simple, It was enjoyable simply to walk around and take in the creepiness. Great job!
Good work. I like the concept of juggling the dinosaur mating with destroying asteroids. At some point, it had a huge difficulty spike where all of a sudden there were 5 giant asteroids which felt unfair and just made the game end without really feeling like I was doing anything wrong. Good job though, I really like the dinosaur sprites :)
It was cute. I like the choice of art assets. I too enjoyed the recoil from the gun, though I believe I can use it to clip into shelves which seems to make the cat disappear.
Very well done. I love the way that you explore the possibility space with the different types of switches and enemies. The progression felt good, though it did feel a little weird that you introduce stronger walls and immediately after the upgrade makes them normal walls again. Tying the life bar to a timer as well felt great and kept the pace frantic which was fitting. Good job!
Very cool and classic arcade design. This is one of those concepts that feels like there should have been arcade cabinets for it in the 90s! I will say that because of the fast nature of the game, having the stats screen on the right side of the screen just means that I'll never look there because there isn't any time and nothing over there is important for the second to second game play. Great job!
Great entry. The concept is really solid. The art is (delightfully) gross. The platforming felt a little awkward, it felt like the camera shifted around too much sometimes and there were a couple of blind jumps in the levels which forced some trial and error. Overall, though, very well done!
This is incredibly well done! I got a little frustrated by the long time between checkpoints, but the game just looks and plays so well. Great job!
I couldn't figure out one of the puzzles, but I really love what I played of it! The sword mechanic is amazing, and I love how you run through the old levels with the larger swords.
Loved it! Amazing work, and as a compo game? Wonderful job.
Amazing music and voice acting, though it got old pretty quick (Was funny while it lasted though). I really enjoy the gameplay, the puzzles are well put together. Best thing I can say about any project, I want more of it!
I really liked this game! The music and audio were perfectly tuned to the type of game it was which I really appreciated. I will say my main qualm was that the main part of the game that I enjoyed was after getting all of the upgrades, since with the pick the depth of strategy felt liked it increased immensely. I really love the risk-reward tradeoff of choosing if you want to clear a fossil to get more points or to clear the rocks, it creates a great dynamic of trying to see what you can get away with. Great job to the team!
The whole game feel, including the look, sounds, and polish, felt spectacular. Great job to the whole team!
Amazing atmosphere. I loved the art and music so much. Great job!
I love the central mechanic of bouncing off of enemies, though it feels a little odd when an enemy fires at me in the short amount of time when I'm dashing to them. It feels like unavoidable damage. Very unique and fun game!
I felt it was a bit too slow, but its a really solid loop. The whole design felt so elemental. I really enjoyed it!
Very good mood. I loved the look of the forest and the slowly transforming character. Great job!
I absolutely love lemmings! Really good take on the theme, and a blast to play!
Very cool aesthetic. I would love to know what your inspirations were for this game, because I haven't seen something like this before (Story and gameplay-wise).
Very well done. The controls felt really solid, and the mazes fair and decently challenging. The game looked great, though at first it was a bit hard to tell what elements were foreground or background. The first wall I hit happened to be one of the orange ones which hurt, and made my try to dodge all the walls later on which no longer hurt, so it might have just been me, but maybe the telegraphing of mechanics was a little off. Overall I loved it though! Congrats to the whole team!
I died in a trash can :(. Great concept, and I assume its doing naturaly language processing? Thats really cool and ambitious for a game jam! I love the way your character rolls into the scene.
Great concept! I really liked the tutorial dialogue. I would say that my only real annoyance was that from one side you couldn't really tell how thick the wall is to the other since the camera doesn't show the other side, so its hard to make meaningful decisions about when to cross over.
Congrats on your first game!
Really cool that you were able to get this working! I used to play games like this with my friends and its cool to have a wrapper around the whole thing.
This was great! Very well done on the presentation of the game. I love all the different looks for the passengers. It was cutest disaster game I've seen.
I really like the movement system and the use of telegraphed attacks. It felt good to play.
This was very fun, and I loved the art. I felt like the main mechanic was supposed to be the alchemy reloading, but it never felt impactful so I would just default to throwing in one pellet because that was maybe a little bit worse but a lot faster.
I like the idea a lot, but the harshness of the fail states made it a bit of a chore to play at times. The camera angle felt like a big hindrance, as It means that I can go the wrong direction in the maze without even realizing it which more then likely means death much later.
This was pretty great! I love the look of the game, and the core mechanic was simple and fun.
Cool concept.
I really like the aesthetic mix of the neon colors with the occult imagery. The mechanic of shooting around the level was also really nice. I feel like a stationary camera would maybe suit the game better though, as with the sheer amount of stuff on screen it could be really hard to read with everything also shifting.
This was great! I played a lot of rounds, never once actually won, but loved every minute. Excellent presentation overall. Hats off to the entire team.
@muriel I'm glad you liked the game! The pieces disappearing is actually a bug, and I made a new build to fix that now. Thanks for pointing that out!
@nash Thanks for pointing out that disappearing bug! I think I tracked it down and am uploading a fix now.
This was fun. I like the ideas, though I think with some minor tweaks there can be more opportunity for strategic decisions. With it as a pure damage and weakness combat system, there isn't much room for any strategy beyond getting the big creatures and getting a spread. I liked the art, and thought that it did a good job at being very readable in terms of UI. Great entry!
This was fantastic. I'm amazed that this was made for a game jam. One of my favorite entries so far.
Really well done! I enjoyed so much of it. Just a great showcase of your writing and humor.
Great job! The gameplay is pretty simplistic, but I love the slightly indirect controls and the art style is fantasic. Congrats to the team!
This was great! There were a few glitches that made me lose some valuable actions, but this is a great proof of concept!
I love the art style! I had a really hard time getting more then, like, one or two successful saves just due to how fast it is.
I like the concept of making an automated kitchen. This fit the theme very well. I ran into a few glitches where it froze for a while, which made it hard to continue, but I like what you've got!
This is great. I have never seen mechanics like this before, and they work great. Its like reverse Peggle mixed with Mario Maker "don't move" levels. I love the cannons that you can place to setup long chain reactions. This is wonderful, and probably my favorite so far.
@jeremy-ryan I love your drawing! I feel honored.
I think in hindsight I agree with the controls being a little sluggish. Everything is straight physics with very little manipulation of that, but that didn't really lend itself well to some of the tricky mobility needed for all the levels.
This works so well. There was a pretty big difficulty spike at the first guy who needs 3 skulls, but after figuring everything out, they whole game felt great. I love all the juice put into the game, and everything feels so unified. Great job, insane that you made this in 48 hours.
Great game! I love the concept of using mechanics that you just don't know about yet but have been there all along. Great humor, and I love the art.
Great looking game, and very ambitious to make a whole resource system like you did, but it works great!
This is fantastic! Great idea and I cant see anything wrong with the implementation either. Great job!
Great music, and really solid gameplay!
Very frantic, but I really enjoyed the concept. I love how there is always something to do to optimize. A lot of times games like this are either boring by not having enough to do, or are really opaque about what you are trying to do. Your game manages to avoid all these pitfalls, and looks and plays great! Good job!
Gorgeous looking game. The whole thing feels so polished for the amount of time spent. Great job!
This was really well done. My one criticism would be that the 10 second constraint feels like it works against the game. Most of the time I end up waiting around for a few seconds doing nothing. It works well with the theme of the jam, but it felt like a mechanic that would be better served as a button press rather then on a timer. I love the music, it fits really well into the game.
That was for sure the most frantic entry I played so far. I just barely got to the end, but it was worth it. That was very fun, and the graphics look great. All my sandwiches looked awful, but who's gonna complain.
Great presentation and mood. Loved it!
I love the clean, legible look of the game. The hacker mood works so well. Well done!
Wario ware fits the theme great! These all seem like very solid microgames. Good job!
The graphics look good, but a lot of the enemies and environments felt very same-y
Great concept, and I love the silliness of being pelted with footballs and textbooks constantly.
Well done! I love a good factory game, and this works really well.
Really well put together. Great presentation. The mechanics can be a little hard to parse with all of the timings which makes planning harder then it feels like it should be, but overall I really like it!
Very silly game. I like the mechanic of redirecting flight patterns, and all of the different types of obstacles. Great job!
Really nice game! The tension felt very good, and I love how you lean into the inherent comedy of physics games. The presentation is really well done, and I love all of the juice you added to the game. The mechanic of discarding certain packages works really well to keep the player on their toes. Great entry!
I really dig the oppressive mood that the game is creating. The distant thumping of turrets really works well with the overall look and feel of the game. The game play felt a little random at times, I lost a few times despite being very efficient with my resupplies, and I'm not really sure how I could have improved without getting lucky about enemy spawns.
I love the clean look of the game. The mechanics seem very good, but don't really get a time to shine since there are so few levels. Great job!
I appreciate the lo-fi nature of the game, though I did start to get bored as the game didn't seem to have much in terms of escalation or changing over time. The mood comes through really well though!
I really like the art and music!
Very silly, and incredibly hard. I would love to see someone try to speed run this!
Very fun game. Everything looked so polished too. great job.
I really like the simple graphics with the CT filter, that looks great. The idea of doing a Resident Evil style inventory for upgrades is really neat, though I can never get far enough for the space to actually be limited. I have a hard time with Asteroids style gameplay, so I couldn't get very far, but I liked what I played!
Great mood. I really like having only one arrow, it made everything very tense.
This is a really good entry! The presentation is very good, I like the pixel art and choice of autio a lot. It is fun to create optimal patterns of buildings. Great entry, One of those games where my only complaint is that I want more of it!
Great mechanic. It felt like it could really be developed in many interesting ways. Its great to see something I've never seen before!
This was great! The water mechanic worked great within a sokoban structure. The art and music were great as well. Really good entry, I loved it!
This is such a cool mechanic that I've never seen before. Great job!
I like the concept, and the art was really well done. I personally am not a huge fan of "plate spinning"/managing decreasing bars as a mechanic. Organizing the airship like a Resident Evil inventory was fun, but I don't think the timing mechanics added to the experience. Regardless, this was really well put together. Good job!
This is a cool concept, and Im amazed at the amount of polish put into it. I love the way that you hint at the correct combinations of instruments and musicians. Key-wi is my spirit animal, I love them. Great art, great gameplay, and execeptionally well done music. Its great how you can pick out the wrong instrument so well just from listening. Great job everyone!
Great looking game, though I had a bit of a hard time understanding what was going on. Maybe a little more visual feedback as to where the resources are flowing. I'm not really sure why some things were happening, such as when tiles turned black or when villages expanded to nearby squares, and while I'm sure that there are reasons I would love to see it spelled out a bit more.
This is fantastic! The use of the theme was very well done, I love the idea of building up the city in a way to work best with the shape that you move around. The music was really well done, and the art was just right. Great job making something that looks and plays so well in such a limited time!
I love the genuinely weird alien plants that you can make. I like the concept of figuring out what the sliders do, though I feel like there wasn't really a reason to not make my calibration plants just at the extremes of each slider. It feels like there could be more decision making baked into the deduction step. Maybe having fewer initial plants then the number of sliders to make people get creative. Cool idea!
Great looking and sounding game. I love the artwork. My one criticism is that I don't really get the use of the theme from the game design much. Great job on all other fronts though!
Great presentation, the art and music was great. I felt that combat system felt pretty good, though a little straight forward. Great entry!
I would have liked to see a tutorial. But I think I understood it by the end. I saved three villagers, though that mostly felt like the rest died due to path finding problems. It was sort of lite escape roomy, which I like. The villagers following your cursor worked relatively well, though I often felt that they were just a little too stupid (Kicking the rock the wrong way, not climbing the pillars, etc.) Cool entry, and very unique.
This was a very fun entry. I got a little confused at some of the stats being offered, but It worked well regardless. I had a really hard time dealing with the enemies which create a damaging bubble as they felt a little too harsh espcially since you can't choose whether or not to fire at them. Great job, the presentation is wonderful.
This game is fantastic! I don't really have any complaints at all. The music and sound effects work really well. The art was perfect for the game, and often really funny. This is one of my favorites of the jam. Congratulations to the whole team! Great job.
This was fun! I like the animations for the robots, and the concept is sound. Good job!
Im unsure about the changing size mechanic. I got it down to a small size, and I seemed to be basically soft locked? My score wasn't going up and I couldn't grow the square at all. But once I got a real playthrough in, and just kept the box at max size I really enjoyed it. Its such a simple idea, but it works really well, fits the theme well, and was a lot of fun. Great job!
I love the mood of the game. I did have a problem with the core idea being low vision, because blind jumps in a platformer always feel bad to me, and I just couldn't see where I'm supposed to be going most of the time.
I really like this one. I love how well the game allows expansion an increasing complexity. The one thing that I'm not a huge fan of is the energy system, as it just feels like Im sitting around a lot of the time; maybe a way to speed up time or something like that would help. Great job!
This is a very funny concept, and you executed it very well. I love all the details of the backgrounds, and the visuals/audio work really well. Great job!
The game had good vibes, and I like the creepy monster art. Good job!
This is fun, but it starts incredibly fast, and I never really got my bearings. I didn't have any time to think about the placement, and that sort of strategy is what I really like about PvZ
I liked the writing, and the puzzles were fun! I don't think there were quite enough levels to teach some of the glyphs, but I eventually got it with a bit of trial and error. Well done!
I love the art and music, absolutely wonderful. The gameplay felt a bit slow though, especially without mouse controls.
Cool ideas, and it mostly came together pretty well. I love all the goofy sound effects. Great job to the team!
Fantastic entry. With a bit more polish and feedback, this could be a great retail game. Great job! The mechanic is really cool and I love the puzzles.
I really like the combo mechanic. Having to think really far ahead to get the pals in the right spot is a great idea. Good entry!
I really liked the art and audio, but I had a really hard time with the character movement. I kept glitching and being unable to move.
That was great. The soundtrack was really well done and the gameplay was simple but fun. I wasn't really able to hit the beat too well in the two later songs, which made it a bit frustrating, but when it worked the satisfaction of moving and shooting right in time with the music was superb. I appreciate the calibration that you can do at the beginning, but perhaps a settable difficulty would be nice which would just be that you can control the whole range of when in a beat you can take an action. Great job, I really enjoyed it!
That was wonderful! So much fun, and the music had me entranced the whole time. I have only a few minor nitpicks.
First, some parts of the music didn't work as well for me as other, as in it would be harder to hit notes when the beat/offbeats become a little more muddled. Also, the stat system didn't really do much for me. It is cool that you have 4 characters, but their stats don't make me play any differently, though I'm seeing up above that you have plans to change that which I am greatly looking forward to.
Your game makes me want to make a rhythm game next because I forgot how good they can feel. I got so into the music both times I played. Great job!
@DeltaNutmeg That is actually in the game! The silo and mine carts help with that.
@okacat Rye vs. rue is totally on me! I could probably have chosen some better fonts looking back on it now. It's sometimes hard to realize if something is a problem when working with it non-stop for 2 days. I'm noticing that I am starting to have a bit of a problem with the font used for building.
@Oxygenium great suggestion. The words themselves are all chosen from a text file which should make it very doable to allow for other languages. I was originally going to use a similar system for difficulty, where I pull from different dictionaries based on settings.
@pickledbrain Yeah, military actions and defending against attackers is high up on my list of next steps when I come back to the game! Also, always looking for new words to add, that was a friend's suggestion and more variety in the dictionaries certainly helps the game!
@nicksmaddog Great time! And yeah, having both the farm and mine bonuses active at once was the idea behind those mechanics. I'm trying to come up with another which could fit well with those combo and timing mini games.
@CrazyHomeboys Haha, yeah, GAME OVER might not be the best end screen now that I think about it. You actually won!
Great job boiling down the fighting game into something so simple. Reminds me a lot of dive kick in that way. I don't know how well it all holds up after a couple of games, but playing against the AI felt great. Makes me really want to find someone to try 2 player with. Great entry!
That was such a cool concept, and the execution was amazing. The typewriter gun was so cool. I also really liked the look of the level, with all of the office equipment everywhere. Great job, great boss fight, high marks all around from me!
That was great! There were a couple of graphic al glitches when in 2d, but for the most part that was excellent. The concept is a great one, sort of combining the puzzle chambers of something like portal with the 2d/3d mechanic of Super Paper Mario, the two of those being some of my favorite games! I had some inconsistency when pushing/pulling blocks, particularly the ones where there's a space to fit in the middle, which got a little frustrating. I accidentally got stuck in sort of a crouching position at one point, but was able to make it out. Maybe if all of those levels were just moved up one layer or something. Well done to everyone involved!
Great concept, and nearly flawless execution of the concept. I was a little annoyed by the ghosts not using path finding, which would have been much more interesting. What if the ghosts hunt you when they have a winning hand and run away when you have the winning hand. Without original graphics, I can't really score you well on that, but I like the rest of the game quite a bit.
It did feel a little slow at the beginning, but once I got that scripting engine, oh boy. The revolution came fast. I don't know if it was a bug, but I could repeatedly steal from the same guy, so hard coding in their ip meant that I could just do script exec win.exe repeatedly. Kinda felt like I was finding exploits in the game itself which seemed fitting. Very cool, and well done. A little bit of streamlining at the beginning would be great and I felt that the use of Unity's post processing got perhaps a little too intense, especially when I'm looking at the bottom left of the screen 90% of the timer where it is most intense. Chromatic aberration is really cool, but it can hurt my eyes after a while.
PS. I was a little disappointed when I couldn't run scripts from scripts, but I suppose that makes sense. Loops could break the game real hard. Perhaps run a certain number of calculations per frame and allow a keyboard command to cancel the script would be good?
@andrew-castillo yeah, maybe I was just typing something wrong. I ended up just launching an external application and generating the code and pasting it back in. I did like how all of the main functions worked with it. It was a great feat of programming for a weekend, great job once again.
Great concept, very original and strange. I love the way you handled the visuals. I wish there was some more reason to keep going, but I enjoyed it quire a bit. Also, it felt like enemy boat-trains should be firing at me. They rammed but that didn't seem to do much.
Amazing atmosphere. The look and the sounds made the game for me. The riddles/puzzles worked pretty well, though the unity standard ui assets stood out in an otherwise great looking game, I'd recognize those default sprites anywhere! Speaking of UI, I would recommend using the Canvas Scalar for the on screen text, as everything got really small when playing on a high resolution monitor. You can tell it to scale based on resolution, then design it once and it will be consistent across all screens. Great job overall!
Oof those are certainly incompatible. Theres something satisfying about shaking a tower of physics objects to get them to fall into shape, but it can feel very frustrating. The music and art were simple but effective!
I appreciate the big, relatively slow moving bullets, but would have like a more definitive idea of how big and where my hitbox is. The card idea was neat, but reading and interpreting the cards didn't feel great with the hectic combat going on. All that said, the style and feel of the game reminded me a lot of Vlambeer games, and feels great.
I have exactly one complaint, which is that occasionally two enemy pieces would get stuck when trying to move to the same square and then be unable to attack and move. Other then that, this was amazing! I have no idea what I would add besides maybe mixing and matching enemy pieces some more, like a challenge level where you fight an entire setup of 16 pieces or something. Best entry so far!
My primary criticism with the game would be that there is a large disconnect between the rhythm game and the castle attack. I was paying so much attention to the music notes, that the castle attack part fell to the background. Also, it felt much more like the castle attack was a fancy way to show the score of the rhythm part rather then be a part of the game itself. I dig the music choice, and applaud how you managed to match the music with the keystrokes more then not. I would suggest integrating the rhythm game into the castle attack part, maybe making the creatures you throw at castle be the music notes that you need to click in time with the music, or something of that nature.
The mood, sound effects, and space visuals were all done so well here. The whoosh sound felt good whenever I made a match. Most of my criticisms are from the match three game play itself.
First of all, while the sounds were nice, I felt the animations were too fast. If the blocks dropped rather then appeared, it would give more of a weight to your moves (Not the easiest to program, did a matching block puzzle game for my last jam as well. I had the tiles on the grid not have a visual element and had the visuals lerp towards where they are supposed to be every frame.)
Also, for match threes like this I always feel that it is most satisfying to set up big combos and then trigger them. Often times I would set off a big chain on accident which kind of stopped me from wanting to set them up if they would just happen without my input. Also, those combos can feel great with the slower animations.
That style was so ridiculous and so good. Loved the art and the music. I ended up being not very good at the game, I think due to the cars swerving forward and back so often, which didn't feel great. Maybe the game can escalate into the cars swerving like that, but just starting out it was a lot to deal with all at the same time. Also, very much appreciate the full tutorial!
That is a great idea! I certainly got into a few really hard situations, some of which may have been impossible, but it feels like if I get to know the spawn points on the cards I would figure it out. I love your idea of expanding with more decks and ways to play. I can definitely see this as game that can be expanded a ton, making your own challenge decks for you or your friends to play, kind of like Hand of Fate. Very well done!
That was so cute! The concept was very strange. Definately not something I would have been able to com up with.
That was wonderful! What a great idea that was executed extremely well. The time limit and block limit felt a little harsh. I never felt like I was doing a poor job, but all of a sudden lost which doesn't feel that great. I like the concept of juggling two different styles of play at the same time and having them so interconnected as they are in this was genius. Art and music were also very good. Loved it!
The presentation with the music and graphics were great, but in that department It would have been nice to have some more feedback when you succeeded (or failed) at hitting a note. Instead I would miss some and it would just sort of end. Without the feedback, it never really felt like playing a card was working. Also, the negative feedback loop felt really harsh. While it was inspired to tie your health to your hand size, it also made it harder and harder to do well which made the game feel really punishing.
I liked the handling on the bread and knife and the way the whole sandwich making part felt. Overall, it felt like there was more after just making 3 sandwiches, but the counter stopped going up. It felt anticlimactic. Very cute though. I felt that the font choice for the story portion wasn't the best though, it wasn't that easy form me to read at a glance.
The game has some real nice polish, and plays very well.Good job with the sprites, they are all well drawn. I felt like the memory game was a little disconnected from the rest of the game. It worked well, but it felt like I was just context switching between the two. Maybe if the ? blocks were also on target range or something. After a while nothing really escalated in, perhaps everything can start moving faster as you get more points? In any case, I enjoyed playing it!
I appreciate a game made for one of these which feels complete. It's simple but not like anything I've played before. The art style was good and consistent. Well done, and good job managing scope (I'm always so bad at that).
That was certainly very odd. I feel like the game could use some more problem solving, like having the guests give a riddle or something to make you figure out what they want, because otherwise its just a dexterity game, and there isn't much reason to mix and match parts which was the coolest part. Very unique concept, and would love to see more of the modular kind of design you have with the pets.
Very solid entry. I got confused by the third puzzle with the new double wide block, and was thinking that it was just a glitch that I couldn't move it to the right onto the switch. I would recommend introducing a new mechanic like that in a more safe environment to give the player an opportunity to figure out how it works. The vision cone and sound circle were very well implemented, those can make the difference between a good stealth game and a frustrating one.
The concept is a very good one, though the gameplay so far kind of devolved into kiting all of the enemies around until my mana filled up. It never really felt exciting in any of the fights with melee characters. More variety in terms of things to avoid, weapons to use, and attacks to avoid could do wonders for the game though, and this is certainly a good base.